Anyone know how to do this? I've been trying to solve it for days
This is the code of my scene:
clip {
id: MyClip
deny: cage
border: 50
}
texture {
id: logo
source: sellofondo.png
camera {
type: 2D
size: 800, 450
// LOGO SELLO DE AGUA
sprite {
pos: 420, 600, 1
hotspot: 0.5, 1.0
source: sellofondo.png
blend: false
}
quad { // Non textured quad polygon.
size: 800, 450
pos: 0, 0
hotspot: 0, 0
shader: fragment, redwater.fsh // fragment or vertex and source file of the GLSL shader.
}
clipSprite {
pos: 405, 455, 1
standingHeight: 400
sittingHeight: 300
source: MyClip
color: 0, 0, 0
opacity: 0.3
shader: fragment, Blur.fsh
uniform: orientation, vec2, 0, 1
uniform: changeColor, int, 1
}
//ZOOM (SOMBRA)
clipSprite {
pos: 440, 600, 1
scale: -2.0, 2.0
standingHeight: 380
sittingHeight: 280
source: MyClip
color: 0, 0, 0
opacity: 0.7
shader: fragment, Blur.fsh
uniform: orientation, vec2, 0, 1
uniform: changeColor, int, 1
}
//ZOOM (ORIGINAL)
clipSprite {
pos: 420, 600, 1
scale: -2.0, 2.0
standingHeight: 380
sittingHeight: 280
source: MyClip
}
//ORIGINAL (SOMBRA)
clipSprite {
pos: 420, 430, 1
standingHeight: 380
sittingHeight: 280
source: MyClip
color: 0, 0, 0
opacity: 0.8
shader: fragment, Blur.fsh
uniform: orientation, vec2, 0, 1
uniform: changeColor, int, 1
}
//ORIGINAL
clipSprite {
pos: 400, 430, 1
standingHeight: 380
sittingHeight: 280
source: MyClip
}
/// ORIGINAL REFLEJ0
clipSprite {
scale: 1, -1
hotspot: 0,0
pos: 400, 430, 1
standingHeight: 380
sittingHeight: 280
opacity: 0.5
source: MyClip
clipNameSprite {
scale: 0.5
pos: 400, 450, 1
hotspot: 0.5, 1
source: MyClip
}
}